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Constants

max_warp_iterations

#
const max_warp_iterations: AbstractInt = 4

Structures

WarpResult

#
struct WarpResult {
noise_value: f32,
positions: array<vec2f, max_warp_iterations>,
}

Functions

permute_3_

#
fn permute_3_ (
x: vec3<f32>
) -> vec3<f32>

step_3

#
fn step_3 (
edge: vec3<f32>,
x: vec3<f32>
) -> vec3<f32>

simplex_noise_2d

#
fn simplex_noise_2d (
v: vec2<f32>
) -> f32

simplex_noise_2d_seeded

#
fn simplex_noise_2d_seeded (
v: vec2<f32>,
seed: f32
) -> f32

permute_4_

#
fn permute_4_ (
x: vec4<f32>
) -> vec4<f32>

taylor_inv_sqrt_4_

#
fn taylor_inv_sqrt_4_ (
r: vec4<f32>
) -> vec4<f32>

simplex_noise_3d

#
fn simplex_noise_3d (
v: vec3<f32>
) -> f32

simplex_noise_3d_seeded

#
fn simplex_noise_3d_seeded (
v: vec3<f32>,
seed: vec3<f32>
) -> f32

fbm_simplex_2d

#

Fractional brownian motion (fbm) based on 2d simplex noise

fn fbm_simplex_2d (
pos: vec2<f32>,
octaves: i32,
lacunarity: f32,
gain: f32
) -> f32

fbm_simplex_2d_seeded

#
Used by 1 shader in noisy_bevy 0.13.0

Fractional brownian motion (fbm) based on seeded 2d simplex noise

fn fbm_simplex_2d_seeded (
pos: vec2<f32>,
octaves: i32,
lacunarity: f32,
gain: f32,
seed: f32
) -> f32

fbm_simplex_2d_warp_seeded

#
Used by 1 shader in noisy_bevy 0.13.0

A technique that distorts the position before feeding it to the noise inspired by https://iquilezles.org/articles/warp/

fn fbm_simplex_2d_warp_seeded (
pos_initial: vec2<f32>,
octaves: i32,
lacunarity: f32,
gain: f32,
seed: f32,
warp_iterations: i32,
warp_scale: vec2<f32>,
falloff: f32
) -> WarpResult

fbm_simplex_3d

#

Fractional brownian motion (fbm) based on 3d simplex noise

fn fbm_simplex_3d (
pos: vec3<f32>,
octaves: i32,
lacunarity: f32,
gain: f32
) -> f32

fbm_simplex_3d_seeded

#

Fractional brownian motion (fbm) based on seeded 3d simplex noise

fn fbm_simplex_3d_seeded (
pos: vec3<f32>,
octaves: i32,
lacunarity: f32,
gain: f32,
seed: vec3<f32>
) -> f32

worley_2d

#
Used by 1 shader in noisy_bevy 0.13.0

MIT license, ported from https://github.com/bevy-interstellar/wgsl_noise Cellular noise, lower jitter makes the patern more regular The x component (F1) of the returned result represents the distance to the nearest feature point from the input position The y component (F2) represents the distance to the second nearest feature point from the input position

fn worley_2d (
pos: vec2<f32>,
jitter: f32
) -> vec2<f32>
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